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I made a weapon overhaul mod [Prototype v2.06]


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This is a simple mod that significantly changes how each weapon operates.

I didn't create this to fix some glaring balance issue or anything, I just felt like each firefight wasn't very firefight-y, both sides just didn't shoot much. Because everything dealt so much damage with such high accuracy, things were a bit too ammo efficient.

This mod primarily makes (almost) every weapon have much better action economy at the cost of damage and long range accuracy. I've also tried nerfing cover destruction because it made encounters a bit too easy.

I have no idea how balanced this is, I haven't tried a full campaign with it yet, but I'll be balancing it further based on experience.

 

Installation instructions: 

1. Make sure you're on the prototype branch, specifically prototype v2.06

2. Open the game's folder, create a backup of the assets folder (although if something goes wrong or you want to uninstall the mod verifying the game files should be enough)

3. Paste the contents of the mod into the game folder (if you're prompted to replace around 337 files you've done it correctly)

4. Launch the game

 

Download link

 

Patch Notes:

Global:
- Slightly increased accuracy falloff for all weapons except shotguns which already had a pretty high one

- All alien rifles deal significantly reduced damage, and slightly lower suppression damage but they can now burst

Pistol:
- 15 base damage (from 28)
- Magazine capacity to 9 (from 15)

- Firing modes have been rebalanced To:
Snap shot: 70% acc - 15% Tu
Normal shot: 100% acc - 20% Tu

- Reload cost to 20 from 18
- Short range bonus to 4% from 2.25%
(note - alien pistols are balanced like hand cannons, they have more damage and higher TU costs so you don't see a single alien shooting 5 times)

Shotgun
- 10 base damage (from 25) 6 pellets (from 3)
- range: 10 tiles
- Bonus: +6.25 per tile

- Firing modes have been rebalanced To:
Snap shot : 40% acc: 15% Tu
Normal shot: 75% acc 28% tu 

- Weight to 15 from 20
- Reload cost to 30 from 24
- Clip Size down to 6 from 8

Rifle:
- 25 base damage (from 33)
- Firing modes have been rebalanced To:
Snap shot: 60% acc - 20% tu
Normal shot: 100% acc - 30% tu
Aimed Shot: 120% acc - 35% tu
Burst: 60% acc - 49% tu
- Suppression damage: 12 (from 15)
- Reload TU cost to 35 from 30


Sniper rifle:
- 35 base damage, 10 armor pen
- Aimed shot: 70% acc, 49% tu
- Scoped shot: 135% acc, 70% tu
- Weight to 25 from 20

Machine gun:
- 25 damage, 5 armor pen
- Firing modes have been rebalanced To:
Burst: 5x 40% acc, 55% tu
Burst: 10x 50% acc, 75% tu
- Reload cost to 45 from 30
- Suppression damage to 15 from 25
- Weight to 30 from 26

HEVY:
- 35 damage (from 25)
- No longer deals thermal damage
- Now uses percentage time units for its shots:
Snap shot: 40% acc: 33% Tu
Normal shot: 80% acc: 49% Tu
Aimed shot: 120% acc: 65% Tu
- Reload cost up to 30 TU From 25
- Weight down to 35 from 40
- Short range bonus increased to 2% per tile from 1.25%
- Range increased to 20 from 16
- Worth noting that HEVY has base armor destruction of 12, it just doesn't show that in the popup for some reason

Explosives:
- Throw grenade Cost to 60% TU from 51%
- Changed the scaling of all explosives scaling to 1/1.25/1.5x damage.

Demolition charge: 
- Damage nerfed to 20 
- Armor strip to -5 from -12

MARS cannon:
- Ammo capacity decreased to 10 from 20

MARS rocket:
- Damage increased to 45 from 36 but is no longer thermal and firing modes from 120% accuracy to 100%

LASERS:
- Nerfed base armor strip per hit From -8 to -4. Laser snipers and MG have more strip at the cost of no longer having any pen.
- Buffed the accuracy bonus from half til 65 to half till 70
- Laser rifle has now 10 shots instead of 5

Accelerated:
Now should consistently weigh 1.25x weight of ballistic weapons

GAUSS:
- Damage modifier from 1.75x down to 1.5x - by the time you have all these interrogations, your damage gets very high, and gauss already has a gimmick of having both laser AND accelerated weapon upsides 
- Suppression damage is now around 1.5x of ballistic weapons instead of like 3x (wtf)
- Weight is now 1.5x of ballistic weapons from 1x

SERVITORS:
- Nerfed the gun's suppression value from 70(!) to 25(which is still higher per shot than even the new gauss LMG)

Electroshock Rifle:
- Stun damage is now 1.3x of ballistics
- EMP damage is now 1.75x of ballistics
- clip size to 5
- Range extended to 16 from 12
- Weight is 1.25x of ballistics

Electroshock Pistol:
- Stun damage is now 1.3x of ballistics
- EMP damage is now 1.75x of ballistics
- clip size to 5
- Range extended to 10 from 8
- Weight is 1.25x of ballistics

- Electroshock grenade stun damage to 15

- Armors have been changed to 6/9 for tactical, 10/15 for warden, 12/18 for stealth suit, 16/24 for guardian, and 24/36 for exosuit.

- The heavy armor option for mars now increases armor by 50% from arount 66%

Edited by Grobobobo
new version
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1 hour ago, Komandos said:

Wouldn't it have been easier: to increase the viewing range (visibility) by 150-200%, as a result of which the battle would have started from long distances and the probability of being hit from a weapon would have been significantly less.

No.

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